Mapping:
The term used for the projection of a texture
onto the surface of a 3D object.
MB
(megabyte):
1 million bytes.
MHz:
A megahertz is 1 million cycles per second
and is used to measure computer speed.
Memory clock
speed:
Speed at which the graphics memory operates.
Mip-mapping:
In 3D, many texels
make up each pixel when viewing a distant texture-mapped
object, so that often the textures appear aliased
or distorted. Mip-mapping pre-filters the different levels of detail to find
an appropriate level according to the object's distance. This sampling of textures
improves rendering. Bi-linear mip-mapping selects
the closest mip-map image to your pixel's level of detail and then interpolates
that texture image to determine the pixel's color value. Tri-linear mip-mapping
doubles the computational level, as it selects the two nearest mip-maps, interpolates
both of them and then takes the average of these two values to arrive at the
final screen pixel value.
Motion compensation:
Semi-hardware driven MPEG-2 decompression function.
Multi-buffering:
Double buffering uses two frame
buffers for smooth animation. The first image is displayed and during this
time the second buffer is already being exploited to build and render the second
image. The buffers switch on completion, which means that only finished images
are displayed resulting in a more fluid graphic animation. Triple buffering
uses three frames and Quad buffering uses four.
Multi-texturing:
Several textures are mapped to the surface of one
same polygon, in order to make a scene more realistic.
One may, for instance, add a relief texture, combined with a lighting or fog
effect, to the basic texture. With 8-layer multi-texturing, as many as eight
textures can be applied to one single 3D object!